Sorcerer
Base Class: Sorcerer

Your innate magic comes from a magical supplement used in medicines and for muscle growth. You might have intentionally sought out this path or become addicted through overuse. However it came to be, this magic burns within you, sometimes bursting out in untempered rage.

At the DM's discretion you are required to take 1D4 doses of magical supplement to maintain your abilities each day.

Untempered Rage

On your turn, by expending two sorcery points you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your sorcery points which increase as you gain levels as a Sorcerer. 
  • You have resistance to bludgeoning, piercing, and slashing damage.

You cannot cast spells or concentrate on existing spells while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can rage as many times as your sorcery points allow, up to a maximum of 5 times. You must finish a long rest before you can rage again.

Improved Strength

As magic flows through your body, it causes physical and mental changes. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Your muscles swell and skin becomes firmer. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Your Strength score increases by +2 and you gain proficiency in Strength saving throws and ability checks.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Sorcerous Strike

Starting at 6th level, your melee attacks count as magical for the purposes of overcoming resistances. when you make a melee attack you can add your Charisma modifier to one damage roll.

Bulk Up

At 14th level, your dependency on magical supplements has given you the ability to temporarily increase your physical size to large and double your walking speed. You can activate this effect as a bonus action on your turn and will last 1 hour or until you dispel it as a bonus action on your turn.

Mountainous Presence

Beginning at 18th level, you can channel the dread presence of your mighty build, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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